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How many copies did Chess Knights: High Noon sell?

Estimated copies sold
≈ 1k–2k
$978–$3k after Steam's cut $2k–$4k before the cut
from 48 reviews (Mixed)

A labeled estimate from the public review count (adjusted for release year), not exact sales. Owner data cross-checked with SteamSpy.

Does this actually work?

We left Chess Knights: High Noon out and predicted the genre from its 8 similar games. Every figure here, including Chess Knights: High Noon's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 104k–355k
best case 887k (Into the Breach)
Games like Chess Knights: High Noon

The middle of these games

≈ 104k–355k copies

≈ $1.2M–$3.0M after Steam's cut

from ~3k reviews

Only the top fifth of 2019’s Steam releases earned about $34k gross, so plan for that or less.

6 of your 8 similar games are hits.

Best case: Into the Breach at ≈ 676k–1.1M copies, ≈ $2.8M–$7.5M after Steam's cut.

What it took to get here
The games that made it here had under 5k reviews in their first month.
The genre you'd be entering
Your set
Your set clusters on Turn-Based (5 of 8) and Turn-Based Strategy (5 of 8).
The winners
Winners here lead with Turn-Based Strategy + Turn-Based Tactics, priced around $15.
The era
The games you compared span 2011 to 2025, and 3 of your 8 shipped in the last two years.
How these numbers were worked out

A hit here: 1,000+ reviews, roughly $150k+ before Steam's cut (a standard indie benchmark).

Copies come from each game's reviews times a sales-per-review rate that falls with release age, from about 31 for the most recent game here to about 79 for the oldest, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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IndieFunny

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